ESPN NFL 2K5 - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for ESPN NFL 2K5 - Strategy Guide (Page 03).
- Some key problems are that the offensive line will usually drop a bit, and
cornerbacks are difficult to get expressive rises out of. If you have a
workout routine you'd like to contribute to the guide, please e-mail me at:
antseezee@epix.net
_______________
/Regular Season/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Regular Season is a grueling 17-week schedule through which teams will
play and compete for a ride into the playoffs. During this time, teams will
play a total of 16 games, with one bye week tossed in there to give them a
break. You can view your team's entire schedule via the Coach's Desk/Schedule
category. Aside from that, ESPN NFL 2K5 uses authentic game schedules for the
first few years, but compiles random ones as your franchise progresses. One
unique feature is that you can view a Sportscenter presentation after a week
ends. To do so, simply click the Right Joystick at the schedule screen, and
you'll see a few key highlights, reviews of stats, and so on.
- To ensure you have correct settings, here's what I recommend for a
challenging but realistic franchise:
Difficulty: All-Pro
Quarters: 8 minutes
Simulated Quarters: 6 minutes
- Don't forget about the trade deadline (which is usually turned on) during
Week 6. Afterwards, you will not be able to make any trades. The CPU may make
trades with other CPU opponents that can be reviewed via the ESPN.COM section.
Most of the time they involve minor players, but you will get a few
blockbusters here and there to add excitement to the league. Most of the free
agents available in the list will be signed over the entire course of the
season. However, as the weeks progress, the free agents' desire for high
offers will lower as well. Be weary of the weekly player awards and the yearly
awards which are handed out before the playoffs start.
_________
/Playoffs/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is the primetime excitement of the NFL. Based on their overall records,
10 teams will duke it out to compete in the prized Superbowl, and a chance for
glorious world domination. To start off, 4 divisional winners head to the
playoffs in each conference, along with 1 wild card selected from each
conference. The team with the best divisional record receivers home field
advantage, and gets one bye week in the playoffs (the first week). Eventually,
the teams dwindle down to two competitors in each conference. After the
conference championship games is the Superbowl, and then the exciting Pro-
Bowl. Afterwards, you will proceed to the Off-Season.
___________
/Off-Season/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is the fans' time to glorify. This is where teams completely revamp
themselves via free agency moves, the rookie draft, and player retirements. In
many cases, champions can turn from superior to rebuilding stages, while the
underdogs can perform a turnaround thanks to a big signing bonus. The Off-
Season is staged into several steps, which must be followed in order:
___________________
|(RETIREMENT PERIOD)|
=======================
- As a player turns older, their skills begin to diminish. They simply can't
keep up into the same physical shape from their younger years. Because of
this, the NFL is full of player retirements based on personal preference,
injuries, or key decisions. We've seen it in the past decade with Barry
Sanders, Ricky Williams, and players just deciding to call it quit when they
felt it necessary.
>> Click start on the highlighted option. You will be brought to a screen
showing the players who have expired contracts first. You must make offers to
re-sign these players if you wish. However, your only chance to barter with
the aging veterans is to offer them a new contract. This will lure them out of
retirement. If you don't, they will simply retire, and that will be it. You
can view the players who retired under Transactions at ESPN.COM.
___________________
|(RE-SIGNING PERIOD)|
=======================
- Thankfully, any team a player previously played for has first dibs on re-
signing that player before releasing him to public free agency. If you want,
you can re-sign any player you wish. Any player with an expired contract who
is not re-signed will be cut to free agency. You can re-sign players cheaper
than free agency, however, you take the risk of missing a big upcoming star to
sign out of FA. The choice is up to you. For some contract strategies, check
above in the management section for roster contracts.
_____________
|(FREE AGENCY)|
=================
- This is where you can sign new players on the market to join your team. Free
agency can sometimes consist of superstars looking for a new team to play
with, or just bums that did not get resigned. Free agency is more costy than
re-signing because you will have to compete with other teams, while meeting
the player's demands. Again, you can make offers to players, however, they may
have multiple offers from other teams. Your offer must be made before the end
of the day. Free agency lasts about 45 days.
_____________
|(THE COMBINE)|
=================
- This is where you can scout all of the upcoming rookies that want to make a
stampeed to the NFL. In the combine, you have the ability to spend scouting
hours on these rookies to get more in-depth reports of them. Unfortunately,
rookies are not sorted in any particular order, so you'll have to go by
combine times first before deciding who to scout. You may also want to use Mel
Kiper's Mock Draft Sportscenter show to get an idea of who to pick. I can't
give much emphasis on scouting, except to conserve and spend your hours on
prospects that look like someone you can get. Remember that you only have 9
hours per day to expend, and it lasts 4 days. Any tips for this section will
be generously credited.
>> When you scout certain player with in-depth reports, you will get their
estimated attributes. This is helpful for getting a sneak peek at what their
potential might be.
___________
|(NFL DRAFT)|
=================
- This is the actual way and progress of getting new upcoming stars in the
NFL. Teams are assigned picks to draft rights to a certain rookie who wants to
join the league. The order of picks are assigned based on the team with the
worst record receiving the first pick. You can trade draft picks much like any
player, in case your team is stocked with veterans or you don't have the cap
room to sign a new rookie. Some neat features are that rookies now have faces.
_______________________
|(ROOKIE SIGNING PERIOD)|
===========================
- This is the short time where you will sign your draft picks. Any pick you
select does not have to be signed if you don't want them. Remember though that
it's probably better to trade those extra picks away for a single veteran or
player rather than wasting them on rookies. Some rookies may not have the
ratings worthy of being selected though. The higher the pick, the more money
the rookie will request for the offer to be deemed worthy. Any rookie not
signed will be dropped into free agency.
_______________
/Player Ratings/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The only difference between players in ESPN NFL 2K5 from other team players
are the actual ratings (besides the face for each picture, and their history).
Player ratings decide how well certain players can perform on the field, and
usually determined their overall skills. This section will briefly describe
what each rating stands for, and performs.
____________________________________________________________________________
| RATING | DESCRIPTION |
\============================================================================/
| Speed | how fast a player can move |
| Agility | how quick a player can juke, spin, turn |
| Strength | how powerful a player is, better blocks, pushback |
| Jumping | how high a player can leap |
| Pass Accuracy | how accurate a throw is to intended target |
| Pass Arm Strength | how far a throw can go, and accuracy on deep targets|
| Pass Read Coverage | higher rating reduces chance of interceptions |
| Scramble | ability to move as QB under pressure with R trigger |
| Leadership | higher rating increases other players' abilities |
| Composure | higher rating keeps form and less inaccuracies |
| Hold On To Ball | higher rating decreases fumbles |
| Power Run Style | Balanced = good shift between power & finesse runs |
| ... | Power = better at vertical runs into traffic |
| ... | Finesse = better at sidesteps, jukes, agility runs|
| Stamina | how long a player can stay on field before rating |
| ... | reductions, how long before tired |
| Durability | higher rating reduces chances of injury |
| Break Tackle | ability to break free from a defensive tackle |
| Catch | how well a player can catch the ball |
| Run Blocking | ability to block on run-based plays |
| Pass Blocking | ability to protect on pass-based plays |
| Run Route | ability to follow routes on a running play |
| Run Coverage | ability to track down the runner on a rushing play |
| Pass Rush | ability to rush the passer quicker and efficiently |
| Tackle | how well a player can tackle another, lessens chance|
| ... | of a break tackle |
| Coverage | how well a player can cover another, how close they |
| ... | can stay to their assignment |
| Consistency | how often a player follows his tasks |
| Aggressiveness | more fierce competitor, causes more dropped passes, |
| ... | amazing plays, but leads to increased penalties |
| Kick Power | how far a kicker can kick the ball |
| Kick Accuracy | how accurate a kicker can kick the ball |
/============================================================================\
^ Certain ratings are independent-position related. This means that they are
the key determinant in whether or not the player is successful at that
position. You can find out what these ratings are by right joystick clicking
on a player, then looking at the 10 Ratings next to their overall number in
the lower right corner.
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=============================
- 6) Strategies -
=============================
As with many modern sports games, the only way to be a successful
coach/player/owner is to master strategies that give you benefits. In many
cases, this requires numerous challenges, practicing, and online games to
compete against others. This section will provide strategies to help enhance
your NFL 2K5 gameplay experience. Please try out the in-game basics and
tutorial modes to get a complete understanding of the fundamentals.
______________________
/Offensive Playcalling/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Basic playcalling for an offense can be challenging at times, especially when
you're not moving the ball, or consistently scoring points. There are a few
terms you need to understand, along with formations that might be wiser to
study at an in-depth angle. Most veterans would say the key to any offense is
a stable running game, which is partially true. However, over the years, I
have lost faith in the running game. Why? Because of its inconsistencies.
Eventually, a defense will adapt itself to run more Bear and blitzes so that
you have no holes to run through. Here are my playcalling tendencies:
=============
# BEGINNING # --> Establish a running game. Do lots of ISO runs up the
============= middle, sweeps out of singleback formations, and try
a few counters about 20% of the time. You'll want your
back to establish a minimal 5.0 YPC. This will put the
defense on their heels.
==========
# MIDDLE # --> Eventually, the defense will throw more men up in the "box",
========== and try to prevent your running game. Now is the best time
to toss in 2-3 Play Action passes, and start passing on
first downs, intermitting a run here and there.
=======
# END # --> The CPU will now have a 50/50 playcall decision to make, which
======= places the odds in your favors. Now you simply mix up your
playcalling patterns, throwing a few consecutive passes here
and there.
^ The entire process is known as the Bouncing Revolution. You start off by
relying on one type of offense, which bounces the advantage to the passing
game. You then pass a lot to bounce the advantage back to the running game.
This near little relationship works well for most of the time.
>> KEY TERMS TO UNDERSTAND: <<
- The Box - This is the area on the defense where the defensive line is and
the linebackers. The more men in the Box usually means that the
opponent is trying to stop your running game. A safety or two
might pop up to provide some extra pressure.
>> When you see eight or more men in the box, be weary of an
incoming blitz. Find one of your inside receivers or tight ends
and do a hot route so he crosses over where the blitzing LBs
should have been. This is one way to receive an easy gain.
- Man in Motion - The idea if placing a man in motion is to confuse the
defense, or create a mismatch against one of the defenders.
Whenever you're facing a base formation (4-3, or 3-4), and
let's say you have two receivers. Now, watch for one of the
men on the defensive side of the ball to approach the line.
This usually means they are going to blitz. Hot route your
fastest WR on the team to go straight up. Now, tap up, then
left/right to the side where the exposed LB is. This LB will
be forced to cover the WR man-to-man. You can usually blow
by him, and make a lobbing toss to the open receiver.
- Passing Routes - These are the pattern your WRs follow on a passing play.
Understanding what each of them are is critical to becoming
a passing monster.
>> CURLS - WR runs up to a position, then curls around for
a timed toss. You should practice these during
a scrimmage as they're timing routes.
>> STOPS - WR runs up to a position, then curls and runs
back. This is like a quicker curl, except the
WR will run towards the line of scrimmage to
create some room.
>> FADES - WR runs diagonally, then boosts straight up to
get separation. This is a deep pass, and only
successful if the opponent is playing bump n'
run. You can tell your opponent is playing bump
when the DBs try to jam him at the line.
>> STREAKS - WR runs straight up. This the typical deep pass
designed for big gains. You can use these to
expose weak coverage assignments, a flawed zone
play, or if the opponent is playing bump.
>> SLANTS - WR runs diaonally off the line. This is a timing
route designed for a quick catch, and then run
after the catch. You have to toss the ball
between the seams in the defense, otherwise it's
an easy interception. If you remember Drew
Brees, he lost his starting job because he had
trouble throwing these.
>> FLIES - WR runs straight up, and then diagonally after a
set amount of yards. Flies are like a deeper
slant, designed for penetrating teams with a
Cover 2. If there's no safety covering the
middle, then you're really screwed.
>> CORNER - WR runs straight up, then breaks diagonally
towards the sidelines. Make sure you lob it over
the receiver's head to allow him to make the
play.
>> CROSSING - WR runs straight up, then crosses at an inward
direction, usually where the LBs were
standing. NEVER throw to this route if there
are 2 or more LBs in the middle.
>> OUT - WR runs straight up, then breaks horizontally
towards the sidelines. This is designed to conserve
time if you're out of timeouts, or need to make
a TD-scoring drive. If there are CBs zoned on the
outside near the line of scrimmage, never throw to
these routes.
- Jokers - This offensive formation is designed for tight running plays at the
Goal Line, or if you want 3 TEs on the field.
- I Form - Tricky formation with the goal of either a 50/50 run/pass.
- Single Back - Teams have different names for it, but it only has one HB on
the field, and usually multiple receivers.
- Shotgun - Play designed for the pass. QB gets a set amount of yards behind
the offensive line, and the ball is hiked to him.
________
/Passing/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Passing the ball seems to be one of the troubles this year in ESPN NFL 2K5.
Many players have complained about numerous interceptions, easy dropped
passes, and the typical boo hoo. Passing is a lot easier than it sounds, if
you understand how and when to pass correctly.
= WATCH THE SAFETIES =
- Right after you snap the ball, watch where the safeties go. This can be the
most influential advice I can give you as a passer. If the safeties break in
upward diagonal directions (say near the sidelines), THEN YOU SHOULD pass up
the middle to your receiver. If they stay with one receiver, see who has
single coverage, and try to split a pass to them. Many players make the
mistake of not watching where the safeties go. Suddenly, when they see that
the WR has blown by the CB, they quickly pass it. However, this is a trick.
When the safeties break to cover the outside WRs, you'll usually get double
teamed, and the flanking safety can make an easy pick.
= LOB VS. BULLET =
- Too many players do not understand when to lob or bullet a pass to a
receiver. Here are the situations when you should or should not throw a pass a
particular way.
>> BULLET the pass when...
- A flat route to the runningback
- Slants
- On fly routes when the receiver breaks toward
the middle
- Out routes when the receiver breaks toward
the sideline
- On crossing routes when the receiver breaks
toward the inside and there is NO waiting
LB in a zone play
- Curls on timed routes
>> LOB the pass when...
- A corner route near the sidelines
- QB is strafing and needs to reach a crossing
route
- Deep Streaks
________
/Rushing/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Running the ball has been improved in this year's version of ESPN Football,
but it still takes some adequate practice to get use to running. First of all,
get adapted to the type of RB you have in the backfield. Finesse backs are
designed to perform fancy moves, while Power backs are designed for vertical
crunching runs up the middle.
= TRICKY JUKE =
- I perform this quite often during most of my games. Get a back who is
balanced or a finesse runner. Now, pick a play that has him run straight up
the middle. Start off by hiking the ball and handing it off. However, rather
than tapping the A button, simply run straight up towards the back of one of
your blockers. While this is occurring, browse quickly to see if there are any
holes near the offensive line. If there is one, look at what side it is on of
the blocker you're following. Once you're extremely close to the blocker's
back, quickly tap one of the R/L triggers to juke that way. This deceptive
rush actually hides you behind the blocker, and gives you a quick running lane
to develop into. From there, you can tap A, or hold down for a Shoulder Charge
to plow through the runners up ahead. Sometimes the LBs won't see you behind
the offensive line as you approach them.
= INEXPERIENCED =
- Don't always pick I-formations to do running plays in. While you may have a
solid FB in front of you, his Run Read Coverage rating truly determines if
he's a good blocker or not. I've had fullbacks that would charge up, but
completely avoid the blocker with a key lineman, and instead, juke to the
right. If your FB has no brains, then he's worthless to you. Try a few
singleback formations, mixing them up with a pass or two. Your opponent will
usually be forced to enter a nickel or dime formation to match your receivers,
and this should open up the running game a bit. Make use of the stiff arms via
the black/white buttons on outside sweeps. You'll always get one defender who
stomps in your way. Use the according button to slam him down to the ground.
________
/Defense/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Playcalling on defense is easier than it sounds. Rather than being the one
forced to walk blindly ahead (by selecting your own plays), you get a hint of
what personnel are about to come onto the field. If you wait long enough, a
window will pop up telling you how many RBs, WRs, and TEs there are in the
formation. Use this as a guideline to select the following formations:
{ 4-3 } - Designed to stop any formation with 2 or less WRs
- Designed for stopping the run (60%), pass (40%)
- Designed for extra coverage up middle (7 men in box)
{ 3-4 } - Designed to stop any formation 2 or less WRs
- Designed for stopping the run (65%), pass (35%)
- Designed for extra run blockage (7 men in box, 4 are LBs)
- Designed for added blitz pressure (4 LBs)
- Less men on the line, means easy to run up middle
{ Bear } - Designed to stop any formation 2 or less WRs
- Designed for stopping the run (75%), pass (25%)
- Designed for extra run blockage (8 men in box)
- Designed for neato blitzes, but only 3 men in the secondary
limits its range. Use this if you have skilled safeties on
your team.
{ Nickel } - Designed for stopping WR sets up to 3
- Designed for stopping the pass (70%), run (30%)
- Designed for extra secondary coverage (one extra CB)
- Lacks run stopping power, only 2 men up middle
{ Dime } - Designed for stopping WR sets up to 5
- Designed for stopping the pass (80%), run (20%)
- Designed for extra secondary coverage (4 CBs, 2 Ss)
- Lacks anything up the middle, can leave a man open if you
select a blitz
{ Prevent } - Designed for stopping WR sets up to 5
- Designed for stopping the pass (90%), run (10%)
- Designed for stopping DEEP pass (only 3 lineman, one LB)
- Really susceptible to run, only use in extreme situations like
Hail Mary
{ Goal Line } - Designed for stopping WR sets up to 2
- Designed for stopping run (85%), pass (15%)
- Designed for a goal line stand, or preventing your opponent
from scoring a rushing TD. Stacks many men on the line, but
no safeties behind you. Only two men on outside to watch
WRs.
- Use this if five or less yards to goal line.
>> KEY TERMS TO UNDERSTAND: <<
- Blitz - This sends a man on your defense to rush the QB or RB about to make a
play. It leaves you susceptible on the side where the blitz came from
because there is one less person to cover the pass, or if your
defender misses a tackle.
- Zone - These plays are designed to designate areas on the field where your
defender will "hover" in a defensive mode. If any player comes near to
the zone, your defender will cover them like a receiver, or attempt a
tackle. Zone plays are excellent for teams that are underskilled, or
do not have great defenders. However, it leaves gaping holes in the
field, and you can get burned if your opponent calls the right play.
- Man to Man - These plays are designed for your defenders to cover a man based
on where he moves. These are great since your defender sticks
with them for most of the run. However, skilled offensive
leaders can break free with better physical skills and burn your
defense like an Ego-Waffle. Use these plays if you have skilled
playmakers.
- Cover Zones - These plays are designed for teams that have great defensive
line pressure. Your two back safeties will drop to cover the
outer WR lanes, leaving the LBs to drop back into middle zone.
However, slant passes, and flies will rip this defense apart.
Cover zones can be the most dominant in the game if you have
excellent CBs, DTs, and DEs.
________________________________
/ESPN 25th Anniversary Scenarios/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This unique mode features many of the scenarios that has made football a
premiere sport over the past 25 years. ESPN decided to compile 25 of the
greatest football situations that have occurred over the company's history.
This section will go over some ways of completing each of the scenarios.
////////////////////////////////////////////////////////////////////////////
~~ #1) THE ICE BOWL -=- [December 31, 1967]
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SCENARIO: Apparently the heating system under the field had failed to work.
Because of this, the field became frozen like a barren tundra. You
must take role of the Packers and lead them to a victory over the
Cowboys.
STRATEGY: You're going to start off down, 17 to 14. You'll start with roughly
around 5 minutes, which is plenty of time to make a comeback. Use
sporadic passes, and try some timing routes to take advantage of
the slippery conditions. The running game will not be a big success
against the Dallas D.
////////////////////////////////////////////////////////////////////////////
~~ #2) THE HEIDI BOWL -=- [November 17, 1968]
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SCENARIO: Apparently one of the most exciting finishes for a football game
was not seen on television. The game was cut from network TV to show
a movie called 'Heidi'. You are suppose to lead the Raiders to a
comeback victory against the Jets.
STRATEGY: You're going to start off down, 32 to 29. Time is only limited to a
minute, so you're really going to have do a hurry-up offense. You
have plenty of timeouts to use, so just make use of the kickoff and
lead ahead with a single TD score.
////////////////////////////////////////////////////////////////////////////
~~ #3) MERRY CHRISTMAS MIAMI -=- [December 25, 1971]
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SCENARIO: Apparently the longest game in NFL history at 83 minutes, you must
lead the Dolphins to a comeback victory over the Chiefs. Easier than
it sounds.
STRATEGY: You're going to start off down, 24 to 17. You have roughly 5 minutes
to score the TD, so take your time. Overtime can be frustrating if
they win the ball first, but still figure out a way to move in and
score the winning FG. Again, burn as much time on the TD drive as
possible.
////////////////////////////////////////////////////////////////////////////
~~ #4) THE IMMACULATE RECEPTION -=- [December 23, 1972]
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SCENARIO: Apparently the amazing reception is when a desperation pass was
tossed to a RB, who lost the ball thanks to a well-timed hit, but
received the mid-air ricochet, and went in for the winning score.
STRATEGY: You're going to start off down, 7 to 6. You'll start with roughly
around 22 seconds. So try as many deep passes as possible because
you'll start very far back in your own territory. This one takes a
lot of luck since the D knows you're going deep with no timeouts.
////////////////////////////////////////////////////////////////////////////
~~ #5) THE SEA OF HANDS -=- [December 21, 1974]
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SCENARIO: You have to score a TD within 30 seconds to win this one. Oakland
is going up against a pressurizing defense (Miami), so drop it off
quick, and hope for the best.
STRATEGY: You're going to start off down, 26 to 21. You'll start with roughly
around 30 seconds, so try to make something happen quickly. Not
much you can do in these strange situations except pray for the best.
////////////////////////////////////////////////////////////////////////////
~~ #6) THE FINAL COMEBACK -=- [December 16, 1979]
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SCENARIO: This is what built up the Redskins/Cowboys rivalry. You have to make
a huge comeback with only 3:49 left in the 4th quarter, and down by
large odds. Thankfully, you'll start off as those pesky Cowboys.
STRATEGY: You're going to start off down, 34 to 21. Try to make a quick score
happen with the passing game, then stop the O using all of your TOs.
You'll then have to rush another passing TD to win this baby.
////////////////////////////////////////////////////////////////////////////
~~ #7) THE AINTS' BIGGEST CHOKE -=- [December 7, 1980]
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SCENARIO: Apparently this is why the Saints have a curse over their heads.
You must make an improbable comeback as the 49ers down by a huge
amount at the half.
STRATEGY: You're going to start off down, 35 to 7. You'll have to make the
28 point deficit look like baby food. Keep trying passing scores
with Steve Young, and do your best to score.
////////////////////////////////////////////////////////////////////////////
~~ #8) LONGEST PLAYOFF GAME EVER -=- [January 2, 1982]
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SCENARIO: Apparently the longest NFL playoff game was a real scorcher. You have
to ensure that the Chargers win this one against the Dolphins by
starting in the first quarter.
STRATEGY: You're going to start off up, 24 to 0. All you have to do is win the
game at the end. Miami will put up a fight because of your weaker
defense, but you should be able to run out time thanks to a decent
running game.
////////////////////////////////////////////////////////////////////////////
~~ #9) THE CATCH -=- [January 10, 1982]
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SCENARIO: You have to make a comeback with the 49ers against the raging
Cowboys.
STRATEGY: You're going to start off down, 27 to 21. You only have less than a
minute left in the 4th quarter with no timeouts. Do something and
keep passing that ball like crazy.
////////////////////////////////////////////////////////////////////////////
~~ #10) GREATEST REDSKIN COMEBACK -=- [October 2, 1983]
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SCENARIO: Apparently the Redskins were getting burnt by the Raiders. You must
make a scoring comeback to show them who the boss is.
STRATEGY: You're going to start off down, 35 to 20. Do your best to score with
passes, and try for a few TDs here and there. It's going to be tough
to hold off Oakland's O though.
////////////////////////////////////////////////////////////////////////////
~~ #11) THE DRIVE -=- [January 11, 1987]
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SCENARIO: Apparently the greatest QB drive was set by Elway as the Broncos
battled the Browns. You must emulate this feeling to defeat the
Browns.
STRATEGY: You're going to start off down, 20 to 13. Do your best to score
within 5 minutes, and then propell ahead in overtime for the win.
////////////////////////////////////////////////////////////////////////////
~~ #12) THE 2-SECOND MISCALCULATION -=- [September 20, 1987]
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SCENARIO: An embarassing loss for the Bengals - the 49ers managed to make a
comeback by tackling a RB with 2 secs left, then Young hitting Rice
in the endzone for the win.
STRATEGY: You're going to start off down, 26 to 20. With only two seconds left,
try your best to score within the small frame of time. Obviously
passing to Rice is your only chance for success.
////////////////////////////////////////////////////////////////////////////
~~ #13) SAME OLD BUCS -=- [November 8, 1987]
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SCENARIO: Right before the Cardinals were transferred to Arizona, they posted
an amazing 25-point comeback to cap the win against the Bucs.
STRATEGY: You're going to start off down, 28 to 3. You'll have to try your
best to score that many points with only five minutes to go in the
last quarter. The team is fairly bad too.
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~~ #14) 49ERS DO IT AGAIN -=- [January 22, 1989]
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SCENARIO: You have to make an amazing comeback against my Bengals with the
49ers.
STRATEGY: You'll have roughly 3 minutes to march down field and make the score
via the air. Use Rice and Young as much as you can since they're real
threats on the field. Fly routes should be damaging against the weak
safeties in the secondary.
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~~ #15) WIDE RIGHT -=- [January 27, 1991]
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SCENARIO: You have to change history with the Bills by leading a comeback
against the New York Giants with few time left.
STRATEGY: You're going to start off down, 20 to 19. With only 2 minutes left,
make use of the warning and your timeouts. You should be able to
loft down field and score a FG at least. Don't shenk the kick though
or you will be clobbering yourself.
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~~ #16) HOUSTON'S HEARTS RIPPED OUT -=- [January 4, 1992]
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SCENARIO: You have to lead the Broncos to a comeback against the Oilers with
no timeouts. Boy it sounds so reminiscent.
STRATEGY: You're going to start off down, 24 to 23. Do your best to score first
downs, and look for a ton of passes along the sidelines. You'll only
have 2:07 to work with.
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~~ #17) THE TWO TD COMEBACK ON KC -=- [October 4, 1992]
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SCENARIO: You'll have to make another comeback with the scoreless Broncos
against the pesky Chiefs.
STRATEGY: You're going to start off down, 19 to 6. Try your best to score with
Elway and his uncanny abilities. You'll have plenty of TOs, and 3:30
to work with. Scoring before the two minute warning means you're
having good progress.
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~~ #18) THE BIGGEST COMEBACK EVER -=- [January 3, 1993]
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SCENARIO: This is one of the toughest scenarios out there. You must make the
greatest comeback in NFL history with the Bills against the Oilers.
STRATEGY: You're going to start off down, 35 to 3 (yikes). Do your best to
score quickly and efficiently, but make sure not to let the opponent
waste time with the running game.
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~~ #19) THE HEARTBREAKER -=- [October 17, 1994]
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SCENARIO: You have to lead the Chiefs to a comeback win over the great Broncos.
Expect momentum to shift like a swinging pendulum.
STRATEGY: You're going to start off down, 28 to 24. You'll have all 3 TOs, but
only 1:29 to work with. Think of something to elevate the pressure.
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~~ #20) THE COLTS' COLLAPSE -=- [September 21, 1997]
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SCENARIO: You have to make an amazing comeback over the Colts via the Bills.
Should be fairly easy with the Colts horrible defense though.
STRATEGY: You're going to start off down, 26 to 0. Utilize the passing game
to full potential since the second quarter has only begun. Don't
rush ahead too much. Balance your offensive gameplan.
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~~ #21) THE SUPER BOWL DRIVE -=- [January 25, 1998]
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SCENARIO: You have to lead the Broncos to an upset win over the Packers thanks
to Mr. Elway.
STRATEGY: You're going to start off tied, 24 to 24. You will have 3:27 to work
with, along with 3 timeouts, so no need to rush to conclusions. Do
your thing and smoke the sausage links.
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~~ #22) A YARD TOO SHORT -=- [January 30, 2000]
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SCENARIO: The Titans are trying to comeback with an amazing victory against
the powering Rams. However, a defender tackled the WR right as he
was about to score. You must score the TD with the Titans, and
win the game as well.
STRATEGY: You're going to start off down, 23 to 16. You'll have 12 seconds
to work with, and no timeouts, so try something to score quickly.
I usually go for the 2-point conversion, however, this is the easiest
scenario in my opinion.
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